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main.py
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106 lines (77 loc) · 2.42 KB
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import pygame
import random
# Quick game thrown together to work out the fundamentals of pygame
# initialize pygame
pygame.init()
WIN_WIDTH = 800
WIN_HEIGHT = 600
window = pygame.display.set_mode([WIN_WIDTH, WIN_HEIGHT])
background = pygame.image.load("images/background.png")
# Title and icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('images/ufo.png')
pygame.display.set_icon(icon)
# Player
playerImg = pygame.image.load("images/player.png")
playerX = WIN_WIDTH / 2 - 25
playerY = WIN_HEIGHT / 2 + 180
PLAYER_SPEED = 3
def player(x, y):
window.blit(playerImg, [x, y])
# Invader
invaderImg = pygame.image.load("images/invader.png")
invaderX = random.randint(0, WIN_WIDTH - 64)
invaderY = random.randint(0, WIN_HEIGHT - 140)
invaderX_change = 1
invaderY_change = 40
INVADER_SPEED = 1
def invader(x, y):
window.blit(invaderImg, [x, y])
# Missile
missileImg = pygame.image.load("images/keratin_missile.png")
missileY = playerY
missileX_change = 0
missileY_change = 10
MISSILE_STATE = "ready"
def fire_missile(x, y):
global MISSILE_STATE
global missileImg
MISSILE_STATE = "fire"
missileImg = pygame.transform.rotate(missileImg, 90)
window.blit(missileImg, [x + 16, y - 25])
missileImg = pygame.transform.rotate(missileImg, 180)
window.blit(missileImg, [x + 16, y - 25])
missileImg = pygame.transform.rotate(missileImg, 360)
# Game Loop
RUNNING = True
while RUNNING:
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
window.fill([0, 0, 51])
window.blit(background, [0, 0])
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
playerX -= PLAYER_SPEED
if event.key == pygame.K_RIGHT:
playerX += PLAYER_SPEED
if event.key == pygame.K_SPACE:
fire_missile(playerX, missileY)
if playerX <= 0:
playerX = 0
elif playerX >= WIN_WIDTH - 64:
playerX = WIN_WIDTH - 64
invaderX += invaderX_change
if invaderX <= 0:
invaderX_change = INVADER_SPEED
invaderY += invaderY_change
elif invaderX >= WIN_WIDTH - 64:
invaderX_change = -INVADER_SPEED
invaderY += invaderY_change
# Missile Movement
if MISSILE_STATE is "fire":
fire_missile(playerX, missileY)
missileY -= missileY_change
player(playerX, playerY)
invader(invaderX, invaderY)
pygame.display.update()